
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;
;   THE VISIGOTHS (v2.0) ---Jess Balsinde

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
19      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
1       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
5       ; Monarchy  pays support for all units past this
1       ; Communism pays support for all units past this
10      ; Fundamentalism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
30      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
3       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Armor,              4,-2,  Iro, Feu, 0, 0    ; AFl
Alphabet,           5, 1,  nil, nil, 1, 3    ; Alp
Astrology,          3,-2,  Mys, nil, 1, 3    ; Amp
Astronomy,          4, 1,  Amp, nil, 1, 3    ; Ast
Alchemy,            4,-1,  Med, nil, 1, 3    ; Ato
Automobile,         6,-1,  no,  no,  3, 4    ; Aut
Banking,            4, 1,  Tra, Rep, 1, 1    ; Ban
Bridge Building,    4, 0,  Iro, Cst, 0, 4    ; Bri
Bronze Working,     6,-1,  nil, nil, 0, 4    ; Bro
Ceremonial Burial,  5, 0,  nil, nil, 0, 2    ; Cer
Chemistry,          5,-1,  Uni, Ato, 1, 3    ; Che
Chivalry,           4,-2,  Too, nil, 0, 0    ; Chi
Code of Laws,       4, 1,  Alp, nil, 1, 2    ; CoL
Ballistics,         5,-1,  Esp, nil, 0, 0    ; CA 
Bow and Arrow,      5,-1,  War, nil, 0, 0    ; Cmb
Communism,          5, 0,  no,  no,  2, 2    ; Cmn
Craftmanship,       4, 1,  Phy, nil, 1, 2    ; Cmp
Clockworks,         4, 1,  Cmp, nil, 0, 4    ; Csc
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst
Crossbow,           4, 0,  Cmb, U2,  0, 0    ; Cor
Currency,           4, 1,  Bro, nil, 0, 1    ; Cur
Democracy,          5, 1,  no,  no,  2, 2    ; Dem
Economics,          4, 1,  Uni, Ban, 0, 1    ; Eco
Desert Warfare,     4, 0,  Hor, ToG, 0, 0    ; E1 
Electronics,        4, 1,  no,  no,  3, 4    ; E2 
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
Faith Spreading,    3, 1,  Exp, Gen, 1, 0    ; Env
Firearms,           6,-1,  no,  no,  1, 0    ; Esp
Fanaticism,         5, 0,  no,  no,  0, 2    ; Exp
Feudalism,          4,-1,  War, Mon, 0, 0    ; Feu
Secret Tech,        4,-1,  no,  no,  0, 2    ; Fli
Fundamentalism,     3,-2,  no,  no,  2, 2    ; Fun
Byzantine Tech,     3, 0,  no,  no,  3, 3    ; FP 
Gunpowder,          8,-2,  no,  no,  0, 4    ; Gen
Uprisings,          4, 1,  Too, nil, 1, 2    ; Gue 
Gunpowd,            8,-2,  no,  no,  1, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
Industrialization,  6, 0,  no,  no,  2, 1    ; Ind
Invention,          6, 0,  no,  no,  1, 4    ; Inv
Iron Working,       5,-1,  Bro, nil, 0, 4    ; Iro
Fanaticism,         5, 0,  MT,  nil, 0, 2    ; Lab
Humanities,         4, 0,  Lit, Mys, 1, 3    ; Las
Leadership,         5,-1,  X1,  E1,  1, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 1, 3    ; Lit
Nobility,           4,-2,  The, AFl, 0, 2    ; Too
Magnetism,          4,-1,  no,  no,  1, 3    ; Mag
Map Making,         6,-1,  no,  no,  1, 3    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Royal Retinue,      5, 0,  Too, nil, 0, 2    ; MP 
Mathematics,        4,-1,  SE,  nil, 1, 3    ; Mat
Medicine,           4, 0,  Phi, Tra, 1, 3    ; Med
Metallurgy,         6,-2,  no,  no,  1, 0    ; Met
Visig Tech,         4, 1,  no,  no,  0, 4    ; Min
Mobile Warfare,     8,-1,  no,  no,  3, 0    ; Mob
Monarchy,           5, 1,  Cer, CoL, 1, 2    ; Mon
Catholicism,        5, 1,  Phi, nil, 1, 2    ; MT ;55
Mysticism,          4, 0,  Cer, nil, 1, 2    ; Mys
Navigation,         6,-1,  no,  no,  1, 2    ; Nav
Nuclear Fission,    6,-2,  no,  no,  3, 3    ; NF 
Nuclear Power,      3, 0,  no,  no,  3, 3    ; NP 
Philosophy,         6, 1,  PT,  Lit, 1, 2    ; Phi
Physics,            4,-1,  Lit, nil, 1, 3    ; Phy
Plastics,           4, 1,  no,  no,  3, 4    ; Pla
Frankish Tech,      4, 0,  no,  no,  0, 4    ; Plu
Myths,              4, 0,  Cer, Hor, 0, 2    ; PT 
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Radio,              5,-1,  no,  no,  3, 4    ; Rad
Railroad,           6, 0,  no,  no,  2, 1    ; RR 
Recycling,          2, 1,  no,  no,  0, 4    ; Rec
Basque Tech,        4, 0,  no,  no,  0, 4    ; Ref
Refrigeration,      3, 1,  no,  no,  0, 4    ; Rfg
The Republic,       5, 1,  CoL, Lit, 0, 2    ; Rep
Suevi Tech,         5,-2,  no,  no,  0, 4    ; Rob
Rocketry,           6,-2,  no,  no,  3, 0    ; Roc
Sanitation,         4, 2,  no,  no,  1, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Space Flight,       4, 1,  no,  no,  3, 3    ; SFl
Illumination,       3,-2,  Sup, nil, 3, 0    ; Sth ;77
Siege Warfare,      4,-1,  Mas, Alp, 0, 0    ; SE 
Stern Helm,         4,-1,  no,  no,  0, 4    ; Stl
Al-Koran,           8,-2,  no,  no,  0, 2    ; Sup
Tactics,            4,-1,  Sup, nil, 2, 0    ; Tac ;81
Theology,           3, 2,  MT,  Feu, 1, 2    ; The
Moorish Tech,       4, 0,  no,  no,  0, 4    ; ToG
Trade,              4, 2,  Cur, CoL, 0, 1    ; Tra
University,         5, 1,  Mat, Phi, 1, 3    ; Uni
Warrior Code,       4,-1,  X4,  nil, 0, 0    ; War
The Wheel,          4,-1,  Hor, nil, 0, 4    ; Whe
Writing,            4, 2,  Alp, nil, 0, 3    ; Wri
Future Technology,  1, 0,  CA,  Env, 1, 4    ; ... 
Barbarian Tech,     3, 0,  no,  no,  1, 2    ; U1 
Warrior's Repose,   3, 0,  Chi, Eng, 0, 0    ; U2 
Moorish Lore,       3, 0,  ToG, nil, 0, 0    ; U3 
Arabian Horses,     8,-2,  nil, U3,  0, 0    ; X1 
Byzantine Lore,     3, 0,  FP,  nil, 0, 0    ; X2 
Suevi Lore,         3, 0,  Rob, nil, 0, 0    ; X3 
Peninsular Lore,    3, 0,  Fli, nil, 0, 0    ; X4 
Frankish Lore,      3, 0,  Plu, nil, 0, 0    ; X5 
Basque Lore,        3, 0,  Ref, nil, 0, 0    ; X6 
Visig Lore,         3, 0,  Min, nil, 0, 0    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                  1,  0,    nil,
Castle,                  10,  0,    no,
Barracks,                 4,  0,    no,
Granary,                  6,  1,    no,
Temple,                   4,  1,    Cer,
Cataplus,                 8,  1,    Cur,
Library,                  8,  1,    Wri,
Courthouse,              16,  1,    CoL,
City Walls,               8,  0,    Mas,
Aqueduct,                 8,  2,    Cst,
Bank,                     12, 2,    Ban,
Cathedral,                12, 2,    MT,
Monastery,                16, 2,    Las,
xxxMass Transit,          16, 2,    no,
Colosseum,                10, 2,    nil,
Crafts Guild,             20, 3,    Cmp,   
Artificer Guild,          32, 3,    Csc,
xxxSDI Defense,           20, 4,    no,
xxxRecycling Center,      20, 2,    no,
xxxPower Plant,           16, 4,    no,
xxxHydro Plant,           24, 4,    no,
xxxNuclear Plant,         16, 2,    no,
Merchants Guild,          16, 3,    Eco,    
Catacombs,                12, 2,    The,
xxxSupermarket,            8, 3,    no,
xxxSuperhighways,         20, 5,    no,
University,               16, 3,    Uni,
xxxSAM Missile Battery,   10, 2,    no,
Coastal Fortress,          8, 1,    no,
xxxSolar Plant,           32, 4,    no,
Harbor,                    6, 1,    Sea,
Shipyards,                16, 3,    Map,
xxxAirport,               16, 3,    no,
xxxPolice Station,         6, 2,    no,
xxxShipyards,              8, 3,    no,
SS Structural,             8, 0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
(Luxury Goods),           60, 0,    Eco,
Roman Waterworks,         30, 0,    X7,
Cave Paintings,           30, 0,    X6,
Code of Euric,            30, 0,    CoL,
Tower of Hercules,        30, 0,    nil,
Teachings of St. Isidore, 30, 0,    Lit,
Horseshoe Arch,           30, 0,    Bri,
Guisando Bulls,           30, 0,    nil,
Dama de Baza,             30, 0,    nil,
Belt Buckle,              30, 0,    Too,
Codex Revisus,            30, 0,    Tra,
Roman Legacy,             30, 0,    X2,
Torredonjimeno Treasure,  30, 0,    Amp,
Roman Heritage,           30, 0,    nil,
"Urbe Regia",             30, 0,    X7,
El Prado Museum,          30, 0,    no,
Code of Justinian,        30, 0,    X2,
Guarrazar Treasure,       30, 0,    Ato,
Ervigian Decree,          30, 0,    Eco,
Biclarense Chronicles,    30, 0,    Cur,
Gaud's Work,             30, 0,    no,
El Pilar Basilica,        30, 0,    no,
Dama de Elche,            30, 0,    nil,
"La Cava" Bathing,        30, 0,    Gue,
The Alczar,              30, 0,    no,
The Crusades,             30, 0,    no,
Jihad,                    30, 0,    no,
Universal Councils,       30, 0,    Las,
Liber Iodiciorum,         30, 0,    Mys,
 
;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
Pot,        ; Roman Waterworks
nil,        ; Cave Paintings
nil,        ; Code of Euric
nil,        ; Tower of Hercules
nil,        ; St. Isidore's Teachings
nil,        ; Horseshoe Arch
Mon,        ; Mural Walls
nil,        ; El Cid's Campaigns
nil,        ; Serf System
nil,        ; Codex Revisus
nil,        ; Roman Legacy
nil,        ; Torredonjimeno Treasure
Mon,        ; Roman Heritage
Mon,        ; "Urbe Regia"
nil,        ; El Prado Museum
nil,        ; Code of Justinian
nil,        ; Guarrazar Treasure
nil,        ; Ervigian Decree
nil,        ; Columbus' Voyage
nil,        ; Gaud's Work
nil,        ; El Pilar Basilica
Alp,        ; Plaza Mayor
nil,        ; "La Cava" Bathing
nil,        ; The Alczar
nil,        ; Picasso's Guernica
Pot,        ; Jihad
nil,        ; Universal Councils
nil,        ; Liber Iodiciorum

;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Peasants,     nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Leovigild,    nil, 0,  1.,0,  6a,10d, 1h,1f, 20,0,  1, no,  000000000000011
Bucelarii,    nil, 0,  1.,0,  4a,2d,  1h,1f,  2,0,  1, X4,  000000000000000
Byz. Pilum,   nil, 0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, X2,  000010000000000
Liberius,     nil, 0,  1.,0,  6a,10d, 1h,1f, 20,0,  1, no,  000000000000001
Miro,         nil, 0,  1.,0,  6a,10d, 1h,1f, 20,0,  1, no,  000000000000011
Bagaudians,   nil, 0,  1.,0,  2a,2d,  1h,1f,  1,0,  0, X6,  000000000000000
Bagaudian,    nil, 0,  1.,0,  3a,3d,  1h,1f,  1,0,  0, no,  000000001000000
Warriors,     nil, 0,  1.,0,  1a,2d,  1h,1f,  1,0,  1, X6,  000110000000000
Serfs in Arms,nil, 0,  1.,0,  5a,5d,  1h,1f,  5,0,  1, Gue, 000001000000010
Barbarian,    nil, 0,  0.,0,  1a,8d,  2h,1f,  8,0,  0, U1,  000000000000000
Barbarian,    nil, 0,  1.,0,  4a,2d,  1h,1f,  4,0,  1, no,  000000000000000
Assassins,    nil, 0,  1.,0,  3a,1d,  1h,2f,  4,0,  0, Lab, 001001001000010
Byz.Infantry, nil, 0,  0.,0,  0a,6d,  1h,1f, 20,0,  0, no,  000010000000000
Pikemen,      nil, 0,  1.,0,  1a,3d,  1h,1f,  3,0,  1, Feu, 000000000000000
Aitzkolari,   nil, 0,  2.,0,  6a,10d, 1h,1f, 20,0,  1, no,  000000000000011
Barbarian,    nil, 0,  2.,0,  2a,1d,  1h,1f,  3,0,  0, no,  000000000000000
Barbarian,    nil, 0,  2.,0,  4a,1d,  1h,1f,  3,0,  0, no,  000000000000000
Chief,        nil, 0,  1.,0,  6a,3d,  1h,1f, 20,0,  1, no,  000000000000011
Cavalry,      nil, 0,  2.,0,  3a,1d,  1h,1f,  2,0,  0, X6,  000000000000000
Sv. Cavalry,  nil, 0,  2.,0,  3a,2d,  1h,1f,  5,0,  0, X3,  000000000000000
Vis. Cavalry, nil, 0,  2.,0,  4a,2d,  1h,1f,  5,0,  0, X7,  000000000000000
Battering Ram,nil, 0,  1.,0,  6a,1d,  1h,2f,  4,0,  0, SE,  000000000000000
Trebuchet,    nil, 0,  1.,0,  8a,1d,  1h,1f,  6,0,  0, Mat, 000000001000000
Cannon,       nil, 0,  1.,0, 12a,1d,  2h,1f,  4,0,  0, no,  000000001000000
Bombard,      nil, 0,  1.,0, 10a,1d,  2h,1f,  4,0,  0, no,  000000000000000
Early Cannon, nil, 0,  1.,0,  9a,1d,  2h,1f,  4,0,  0, Gen, 000000000000000
Gontram,      nil, 1,  1.,0,  6a,10d, 1h,1f, 10,0,  1, no,  000000000000011
Targi,        nil, 0,  1.,0,  4a,4d,  2h,1f,  5,0,  0, Tac, 000000000000000
M. Infantry,  nil, 0,  1.,0,  2a,2d,  1h,1f,  3,0,  1, ToG, 000000000000000
Fr. Infantry, nil, 0,  1.,0,  5a,3d,  1h,1f,  3,0,  1, X5,  000000000000000
Byz. Sternum, nil, 0,  1.,0,  4a,2d,  2h,1f,  3,0,  0, X2,  000000000000000
Drakkar,      nil, 2,  3.,0,  2a,1d,  2h,1f,  4,2,  2, no,  000000000000001
Barb. Ship,   nil, 2,  3.,0,  1a,1d,  1h,1f,  4,2,  3, no,  000000000000001
Galleon,      nil, 2,  4.,0,  5a,4d,  2h,1f,  5,4,  2, no,  000000000000001
Galleon,      nil, 2,  4.,0,  5a,4d,  2h,1f,  5,4,  2, no,  000000000000001
Trireme,      nil, 2,  2.,0,  2a,1d,  2h,1f,  4,0,  4, no,  000000000100001
Archers,      nil, 0,  1.,0,  3a,2d,  1h,1f,  3,0,  1, Cmb, 000001000000001
Boat,         nil, 2,  3.,0,  1a,2d,  2h,1f,  2,1,  2, no,  000000000100001
Atlantic Coca,nil, 2,  4.,0,  5a,2d,  2h,1f,  3,3,  3, no,  000000000000001
Camel,        nil, 0,  2.,0,  4a,1d,  1h,1f,  2,0,  0, ToG, 000000000000000
Crossbowmen,  nil, 0,  1.,0, 10a,4d,  1h,2f,  6,0,  0, Cor, 000000000000000
Noblemen,     nil, 0,  2.,0,  5a,3d,  1h,1f,  5,0,  0, Too, 000010000000001
Royal Guards, nil, 0,  1.,0,  1a,4d,  1h,1f,  4,0,  1, MP,  000010000000000
Grim Reaper,  nil, 0,  1.,0, 20a,10d, 2h,1f, 10,0,  0, no,  001000000000000
Black Death,  Las, 1, 40.,2, 99a,0d,  1h,1f, 16,0,  3, no,  001000000000000
Tarik,        nil, 0,  1.,0,  6a,10d, 1h,1f, 10,0,  1, no,  000000000000011
Favorite,     nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, no,  000000000000011
Caravan,      nil, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
M. Cavalry,   nil, 0,  2.,0,  5a,2d,  1h,1f,  3,0,  0, no,  000001000000000
Cataphracts,  nil, 0,  2.,0,  3a,2d,  1h,2f,  8,0,  0, X4,  000010000000000
Infantry,     nil, 0,  1.,0,  1a,2d,  1h,1f,  1,0,  1, Fli, 000000000000000
M. Archers,   nil, 0,  1.,0,  3a,2d,  1h,1f,  3,0,  1, U3,  000001000000001
M. Guard,     nil, 0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, ToG, 000011000000000
Champions,    nil, 0,  1.,0, 10a,5d,  1h,1f,  8,0,  0, Gue, 000001000000000
Byz. Cavalry, nil, 0,  2.,0,  3a,1d,  1h,1f,  2,0,  0, X2,  000001000000000
Horse Knights,nil, 0,  2.,0,  8a,3d,  1h,1f,  6,0,  0, Chi, 000010000000000
Knight Armor, nil, 0,  1.,0,  5a,3d,  1h,1f,  4,0,  1, AFl, 000010000000000
Conquistador, nil, 0,  2.,0, 12a,6d,  2h,1f, 10,0,  0, no,  000000000000000
Siege Tower,  nil, 0,  1.,0,  4a,3d,  1h,1f,  4,0,  0, SE,  000000001000000
Saracens,     nil, 0,  2.,0, 12a,3d,  2h,1f,  8,0,  0, Tac, 000000000000000
Galley,       nil, 2,  4.,0,  2a,2d,  2h,1f,  3,2,  2, no,  000000000100001

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Kingdom
;        3 Kingdom
;        4 Kingdom
;        5 Republic
;        6 Democracy
;
@TERRAIN
Plains,     1,2,  1,1,0,   yes, 1, 3, 1,   yes, 0, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 3, 1,   For, 0, 8,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 3, 2,   For, 0, 5,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Plains,     1,2,  1,1,0,   yes, 1, 3, 1,   no,  0, 0,  0,  Grs,   ; Tun
Desert,     1,2,  1,1,0,   yes, 1, 3, 5,   yes, 1, 5,  3,  Grs,   ; Gla
Grassland,  1,2,  2,1,0,   Grs, 1, 3, 6,   For, 0,15,  0,  Pln,   ; Swa
Grassland,  1,2,  2,1,0,   Grs, 1, 3, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
     ,      1,2,  2,1,0,
Olive Oil,  1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Rabbit,     2,3,  2,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Sheep,      1,2,  2,2,0,
Oasis,      2,2,  2,1,0,
    ,       2,3,  2,1,0,
    ,       2,3,  2,1,0,
Fish,       1,2,  3,0,2,
          , 1,2,  2,1,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Game,       2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
     ,      2,2,  2,1,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Tuna,       1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Kingdom,        Chief,       Empress
Kingdom,        King,        Queen
Kingdom,        King,        Comrade
Kingdom,        Warlord,     High Priestess
Republic,       Consul,      Consul
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 0, Romans,      Roman,       1, -1,  0,     
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian,  1,  1,  1,
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      1, -1,  1,     
Ramesses,     Cleopatra,           1, 4, 3, Egyptians,   Egyptian,    0,  0,  1,     
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,     
Alexander,    Hippolyta,           1, 6, 0, Greeks,      Greek,      -1, -1, -1,     
Mohandas Gandhi,Indira Gandhi,     0, 7, 3, Indians,     Indian,     -1, -1,  0,     
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,     
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian,0, 0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Cereal,
Vinegar,
Honey,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
Wool,
Silver,
Glass,
Gems,
Gold,
Oil,
Ivory,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













